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The timber frame and raised floor of the island’s open shelter.

The timber frame and raised floor of the island’s open shelter.

Drag to orbit after opening. The model starts stationary.

For your engine. The download is a standard glTF 2.0 binary (GLB) with PBR metallic-roughness materials. glTF stores materials, not lighting or tone mapping, so your engine decides how they read. This 3D view tone-maps with Review Neutral, the Khronos PBR Neutral construction with a smaller glare offset (0.015 instead of 0.04), at exposure 0.9. Its Tone mapping control also shows ACES and Linear, for comparison.

Triangles
2,216
Meshes
2
Materials
2
Dimensions (m)
6.31 × 4.90 × 6.10

Runtime assets

Models, textures and animations prepared for use in a scene or application.

24,556 bytes (0.02 MB)

Download runtime assets

Full Kiln assets (remixable)

Models plus Kiln source, editing metadata, materials and included revisions, so you can reopen and continue editing.

36,876 bytes (0.04 MB)

Download full kiln assets (remixable)

Runtime includes the GLB and its Kiln metadata sidecar. The editable ZIP is this final saved revision: model, exact source, editing manifest and preview. Earlier revisions are left out; the parent revision identifier is kept.

Import the editable ZIP into Kiln’s Library, or run node kiln.mjs import asset.zip in an authoring workspace. Use Kiln 1.4.0 or later.

Collection / asset / revision
project / a_840fcef6a6bc431990858e299fdf53e7 / r_17b3c37ecbd540d9adeffb29ebc1bc81
Source SHA-256
2673e7e0c455517e67a814892cab04fa9dc5f16a48ef6041cef3ba540f73ba46
Shelter frame: exact saved source
const meta={name:"Open island hut timber frame",role:"building"};
function build(){
const root=createRoot(meta.name), batches={};
function mat(key,color,leaves=false){const m=gameMaterial(color,{roughness:.88,metalness:0,flatShading:false});if(leaves)m.side=THREE.DoubleSide;batches[key]={m,p:[],n:[],u:[],i:[]};return key;}
function geo(key,g,pos=[0,0,0],rot=[0,0,0],scale=[1,1,1]){
 const b=batches[key], c=g.clone(),q=new THREE.Quaternion().setFromEuler(new THREE.Euler(rot[0],rot[1],rot[2]));
 c.applyMatrix4(new THREE.Matrix4().compose(new THREE.Vector3(...pos),q,new THREE.Vector3(...scale)));
 const p=c.getAttribute("position"),n=c.getAttribute("normal"),u=c.getAttribute("uv"),off=b.p.length/3;
 for(let i=0;i<p.count;i++){b.p.push(p.getX(i),p.getY(i),p.getZ(i));b.n.push(n.getX(i),n.getY(i),n.getZ(i));b.u.push(u?u.getX(i):0,u?u.getY(i):0);}
 const idx=c.getIndex();for(let i=0;i<(idx?idx.count:p.count);i++)b.i.push(off+(idx?idx.getX(i):i));c.dispose();
}
function ball(k,p,s,seg=12){geo(k,sphereGeo(1,seg,8),p,[0,0,0],s);}
function beam(k,a,b,r,seg=8){const A=new THREE.Vector3(...a),B=new THREE.Vector3(...b),d=B.clone().sub(A),q=new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(0,1,0),d.clone().normalize()),e=new THREE.Euler().setFromQuaternion(q);geo(k,cylinderGeo(r,r,d.length(),seg),A.add(B).multiplyScalar(.5).toArray(),[e.x,e.y,e.z]);}
function leaf(k,a,t,w,fold=.08){
 const d=[t[0]-a[0],t[1]-a[1],t[2]-a[2]],L=Math.hypot(d[0],d[2])||1,side=[-d[2]/L,0,d[0]/L],mid=d.map((v,i)=>a[i]+v*.43);
 const p=[...a,...mid.map((v,i)=>v+side[i]*w),mid[0],mid[1]+fold,mid[2],...t,...mid.map((v,i)=>v-side[i]*w)];
 geo(k,meshGeo({positions:p,indices:[0,1,2,1,3,2,0,2,4,2,3,4]}));
}
function tube(k,points,radii,rad=10){const p=[],idx=[];for(let j=0;j<points.length;j++)for(let i=0;i<rad;i++){const a=i/rad*Math.PI*2;p.push(points[j][0]+radii[j]*Math.cos(a),points[j][1],points[j][2]+radii[j]*Math.sin(a));}
for(let j=0;j<points.length-1;j++)for(let i=0;i<rad;i++){const a=j*rad+i,b=j*rad+(i+1)%rad,c=a+rad,d=b+rad;idx.push(a,c,b,b,c,d);}const bot=p.length/3;p.push(...points[0]);const top=p.length/3;p.push(...points[points.length-1]);for(let i=0;i<rad;i++){idx.push(bot,i,(i+1)%rad);const a=(points.length-1)*rad+i,b=(points.length-1)*rad+(i+1)%rad;idx.push(top,b,a);}geo(k,meshGeo({positions:p,indices:idx}));}
function finish(){for(const [name,b]of Object.entries(batches))if(b.p.length)createPart(name,meshGeo({positions:b.p,indices:b.i,normals:b.n,uvs:b.u}),b.m,{parent:root});return root;}

mat("warm-timber",0x9b7852);mat("rope-binding",0xb7a57b);
for(const x of[-3,3])for(const z of[-2.6,2.6]){beam("warm-timber",[x,-.65,z],[x,2.85,z],.13,12);
for(let j=0;j<4;j++)geo("rope-binding",new THREE.TorusGeometry(.14,.014,4,12),[x,2.52+j*.045,z],[Math.PI/2,0,0]);
}
for(const z of[-2.6,2.6]){beam("warm-timber",[-3.12,2.72,z],[3.12,2.72,z],.11,10);beam("warm-timber",[-3,2.72,z],[0,4.15,z],.095,10);beam("warm-timber",[0,4.15,z],[3,2.72,z],.095,10);}
for(const x of[-3,3])beam("warm-timber",[x,2.72,-2.75],[x,2.72,2.75],.11,10);
beam("warm-timber",[0,4.15,-3.05],[0,4.15,3.05],.1,10);
for(const x of[-3,3])for(const z of[-2.6,2.6])beam("warm-timber",[x,2.0,z],[x*.75,2.72,z],.065,8);
return finish();}

Asset content is dedicated CC0-1.0. Kiln and Holodeck software keep their own licences.